/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
 */

#include "FuryWarriorStrategy.h"
#include "Playerbots.h"

class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
    public:
        FuryWarriorStrategyActionNodeFactory()
        {
            creators["charge"] = &charge;
            creators["intercept"] = &intercept;
            // creators["death wish"] = &death_wish;
            creators["piercing howl"] = &piercing_howl;
            // creators["bloodthirst"] = &bloodthirst;
            creators["pummel"] = &pummel;
        }

    private:
        ACTION_NODE_A(charge, "charge", "intercept");
        ACTION_NODE_A(intercept, "intercept", "reach melee");
        ACTION_NODE_A(piercing_howl, "piercing howl", "hamstring");
        // ACTION_NODE_A(death_wish, "death wish", "berserker rage");
        // ACTION_NODE_A(bloodthirst, "bloodthirst", "melee");
        ACTION_NODE_A(pummel, "pummel", "intercept");
};

FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
    actionNodeFactories.Add(new FuryWarriorStrategyActionNodeFactory());
}

NextAction** FuryWarriorStrategy::getDefaultActions()
{
    return NextAction::array(0, 
        new NextAction("bloodthirst", ACTION_DEFAULT + 0.5f), 
        new NextAction("whirlwind", ACTION_DEFAULT + 0.4f), 
        new NextAction("sunder armor", ACTION_DEFAULT + 0.3f), 
        new NextAction("execute", ACTION_DEFAULT + 0.2f), 
        // new NextAction("overpower", ACTION_DEFAULT + 0.1f), 
        new NextAction("melee", ACTION_DEFAULT), 
    NULL);
}

void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{
    GenericWarriorStrategy::InitTriggers(triggers);

    triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr)));
    triggers.push_back(new TriggerNode("berserker stance", NextAction::array(0, new NextAction("berserker stance", ACTION_HIGH + 9), nullptr)));
    triggers.push_back(new TriggerNode("battle shout", NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr)));
    // triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
    // triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
	// triggers.push_back(new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr)));
    triggers.push_back(new TriggerNode("pummel on enemy healer", NextAction::array(0, new NextAction("pummel on enemy healer", ACTION_INTERRUPT), nullptr)));
    triggers.push_back(new TriggerNode("pummel", NextAction::array(0, new NextAction("pummel", ACTION_INTERRUPT), nullptr)));
    triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
    // triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on snare target", ACTION_HIGH), nullptr)));
    triggers.push_back(new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 7), nullptr)));
    triggers.push_back(new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 5), nullptr)));
    triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
    triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 1), NULL)));
    // triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage", ACTION_HIGH + 2), nullptr)));
    // triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, 
    //     new NextAction("whirlwind", ACTION_HIGH + 2),
    //     nullptr)));
    
    triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH), nullptr)));
    triggers.push_back(new TriggerNode("recklessness", NextAction::array(0, new NextAction("recklessness", ACTION_HIGH), nullptr)));
}
